1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-06-15 00:05:02 +02:00
Commit Graph

421 Commits

Author SHA1 Message Date
f6de3f94ca Teleports: use TTeleportExitsList typedef for exits list
There is several ideas that teleportation code have to be shared between object/spells and this way we can avoid changing showTeleportDialog declaration every time.
2015-11-28 02:41:30 +03:00
cfb5853689 Just a bit of black magic 2015-10-25 03:29:16 +03:00
641aa13526 Some fixes for previous commit. 2015-10-24 17:02:00 +02:00
716c324695 Don't give a turn to player who is about to lose (days without town). 2015-10-24 16:21:30 +02:00
f99bf099ca Made player interface tolerant to active stack removal. 2015-10-06 03:46:35 +03:00
a4d4851d80 Fix typo: casted->cast 2015-09-29 17:26:48 +03:00
2c3a607497 Tweak StacksHealedOrResurrected
* flags should be bool
2015-09-29 17:26:31 +03:00
76cd002f07 Remove unused variable found by valgrind 2015-09-23 11:09:15 +03:00
bd70f672c3 fix 1814 2015-09-15 03:08:45 +03:00
caf8ae62cc Allow custom effect animation on any stack during spell cast. 2015-09-14 06:21:49 +03:00
32337102ac Fix a typo 2015-09-13 00:54:39 +03:00
e82dfb5a85 fixed mantiss 0002254 2015-09-04 18:08:25 +03:00
69c458e881 initial implementation. 2015-03-18 13:27:07 +03:00
ec879046ca Merge pull request #93 from ArseniyShestakov/feature/pathfindingTeleports
Okay let's do this!
2015-03-10 09:04:25 +01:00
21aaad6972 MoveHero: add transit movement option
Transit is new option for hero movement. If it passed for movement then hero can get get on tile without visiting of object on it.
Currently it's will be only allowed is object under destination is teleport.
2015-03-08 17:04:09 +03:00
18535db0ef Add TeleportDialog and CTeleportDialogQuery
TeleportDialog is based off BlockingDialog and it's needed for server to ask client what teleport hero should be teleported to.
It's also contain list of possible exits, identifier of currently used channel and also impassable option.
If impassable set to true then client will remember that current teleport channel is lack of exit point.
2015-03-08 16:37:33 +03:00
f4c683cd5e Move VievXXX logic to server side (except expert ViewEarth) 2015-02-26 17:15:17 +03:00
d94f15bdf4 Added configurable animation for SPELL_LIKE_ATTACK 2014-11-28 00:36:14 +03:00
657385e32c We need to know caster stack ID for proper projectile animation 2014-11-27 20:47:37 +03:00
6893509f65 Fix manaGain animation always showing 2014-11-27 19:09:59 +03:00
b31ed0e4ea Use SetMana packet in battle 2014-11-26 13:30:55 +03:00
f2bf3d7f7b Added a way to obtain ID of newly added Stack 2014-11-25 12:26:32 +03:00
aa0433228a Fixed cheats - sendMesssage will also pass current object.
Workaround-ish but should work. Branch should be fixed now.
2014-09-21 20:35:53 +03:00
78709e223b Breaking things - trying to remove server-side knowledge of selected objects 2014-09-19 00:18:49 +03:00
195eae48ca Merge branch 'develop' into SDL2
Conflicts:
	client/CPlayerInterface.cpp
2014-07-02 17:15:12 +04:00
aea5a7ba75 add comment. no code changes. 2014-06-26 20:49:18 +04:00
c28b5f6633 fix mingw build 2014-06-26 20:41:27 +04:00
00b6232ff6 Replaced usage of DLL_LINKAGE with ELF_VISIBILITY in netpacks. Please make sure that compilation now works on all platforms 2014-06-26 18:34:54 +03:00
ce6940e272 build fix for mac os:
1) type_info visibility for CatapultAttack
2) using IObjectInfo::CArmyStructure in min_element : operator< should be const
2014-06-26 01:24:48 +03:00
32240da34e Reduced number of #include's in headers. May break compilation on Win
since some net packs now need DLL_LINKAGE
2014-06-25 17:11:07 +03:00
3b0ecee678 Ugly workaround for DLL_LINKAGE issue. Should be removed once I figure
out what's triggering it.
2014-06-25 00:37:33 +03:00
a0689fa377 Refactoring of hoverText from objects:
- removed hoverText field
- split getHoverText() method into 3:
- - getObjectName() for generic name
- - getHoverText(Player) for player-specific text
- - getHoverText(Hero) for hero-specific strings
2014-06-24 20:39:47 +03:00
4e4ba6654c fix Eye of magi, also fix #1608
Conflicts:
	lib/CObjectHandler.cpp
2014-06-24 18:20:28 +04:00
c7dc4c05b8 fix mingw build
(?) does this brake *nix build?
2014-06-24 18:17:25 +04:00
13bc4cb24f Added -fvisibility=hidden parameter for gcc.
Should help a bit with endless missing DLL_LINKAGE attributes and
(according to gcc docs) help a bit with library loading times.
2014-06-24 00:05:53 +03:00
ab475195ac Banks now use new scheme as well
- Implemented Bank Constructor object.
- Merged Pyramid object into common Bank class. Banks can now grant
spells as part of their reward.
- Move bank config code to config/objects/creatureBanks.json. Note: WoG
banks are not updated yet, should be moved to WoG mod.
- Updated AI code so it can correctly evaluate bank danger (should be
generic enough for use with other objects)
- New files JsonRandom.* that contain routines for loading random
objects from Json (still WiP but should be stable)
2014-06-22 13:39:40 +03:00
652ceb2bde Finally shattered CObjectHandler.cpp into tiny bits
- This file is now split into multiple smaller files in mapObjects
directory
- CObjectHandler itself now contains only core classes (Handler itself,
CGObject and interfaces)
- Cleaned up excessive #include's through whole project
2014-06-05 19:52:14 +03:00
32b6568b65 Merged changes from upstream and fixed compilation caused by API changes 2014-06-03 22:45:18 +03:00
ba5092d669 Some bugfixing, basic functionality of map objects seems to be working 2014-04-11 22:49:25 +03:00
1d57b75bc5 - random number generation refactoring
- fixed mantis #1743
2014-04-10 19:22:32 +02:00
dab9fd7148 Heroes will be properly marked as visited on visiting 2014-04-07 20:32:15 +03:00
43ba3d30ea Breaking things - first commit towards configurable object(s).
- New files: lib/CObjectWithReward.h/cpp
- Classes that will be replaced by configurable object are now in this
fil

Status: far from functional, currently at "it compiles" point, some
essential pieces are still missing.
2014-04-06 23:14:26 +03:00
1e555a8ee3 Improved serializer. See: http://forum.vcmi.eu/viewtopic.php?p=11562#11562
Save format changed, removed compatibility workarounds.
2014-02-19 01:04:27 +00:00
16d6292be9 [refactor] extract often used classes from lib\NetPacks.h to separate header - less dependecies on whole packets class tree
[mingw build] fix linking issues with netpacks. 
Mingw build is finally fixed! 

[c::b] update projects

[config] fix and cleanup spell_info.json
2014-01-16 20:24:06 +00:00
69eee05ccc - Partially fixed mantis #1065 (Gate with hex 95 can't be attacked)
- Fixed 'catapult tried to attack non-catapultable hex!' problem, now catapult attacks attackable wall parts only
- Fixed problem that the server performed applying damage on a wall part twice
- Added methods for checking what wall parts are attackable and if a wall part is potentially attackable
- Added functionality to trace net packages
- Added functionality to trace std::vectors
- Added tracing for CatapultAttack(CPack)
- Updated various toString methods to use {} instead of []
- Refactoring
2013-12-08 17:54:13 +00:00
3e4407593f - Refactoring for checking victory/loss conditions (use enum class instead of magic numbers)
- Improved showing player lost message for one special case
2013-11-17 17:57:04 +00:00
ee6cdbeffe went through the rest of cppcheck warnings, mostly harmless 2013-11-07 12:48:41 +00:00
0abbe71b25 Merged fixes from the branch. 2013-09-28 00:58:33 +00:00
c6c53a5b1e Few more freeze-related fixes. 2013-09-28 00:30:12 +00:00
d1807585ad Fixed at least two #1428 freezes, likely more.
They were occurring when AI hero visited bank that was also guarded by neutral creature nearby,
2013-09-27 23:46:58 +00:00